#version 450 compatibility




layout(vertices = 16) out;

in vec4 Normal[];
in vec2 TCoord[];
//in vec4 vsPosition[];

out vec4 Normal_ps[];
out vec2 TCoord_ps[];
//out vec4 Position_ps[];


void main(){
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
    //Position_ps[gl_InvocationID] = vsPosition[gl_InvocationID];
    if(gl_InvocationID == 0){
        gl_TessLevelOuter[0] = 2.0f;
        gl_TessLevelOuter[1] = 2.0f;
        gl_TessLevelOuter[2] = 2.0f;
        gl_TessLevelOuter[3] = 2.0f;

        gl_TessLevelInner[0] = 2.0;
        gl_TessLevelInner[1] = 2.0;
    }
    
    Normal_ps[gl_InvocationID] = Normal[gl_InvocationID];
    TCoord_ps[gl_InvocationID] = TCoord[gl_InvocationID];
    //Position_ps[gl_InvocationID] = vsPosition[gl_InvocationID];

}


